Arc the Lad: Twilight of the Spirits

Simple, straightforward, and a little on the easy side, Sony's new RPG still wins us over in the end.

As expected, the paths of the two brothers eventually cross and a much grander tale ensues. Players will be able to switch between the two brothers in order to accomplish their goals and assemble parties based upon the identity of their lead. Admittedly the pace and direction of the game is a little on the slow side near the beginning, but if you can hang in there and wade through the molasses in the beginning, some of the later bits are really quite satisfying. Just make sure that you approach the narrative from an forgiving point of view; as some of the subplots and mini-stories are left mysteriously unresolved. That said, Twilight of the Spirits is full of emotion, personality, and character; it's just a matter of staying fast through the rough spots to find it.

Gameplay Surprisingly, Arc the Lad has one of the better battle systems of recent memory. Borrowing several elements from Capcom's stellar steampunk RPG Breath of Fire: Dragon Quarter, Twilight of the Spirits has done away with the familiar grid system-based found in the earlier games. Mixing the positive elements of turn-based and real-time influences into one, the game now allows for its users to move within a set field based on each character's ratings. Unrestricted by movement points unlike Dragon Quarter, however, TotS is a lot more forgiving of your mistakes. Worrying about overstepping your bounds and having to reset your position over again isn't a concern here -- Arc the Lad allows you to keep moving until you're ready.

Once conflict begins, the game moves in a traditional turn-based format with heroes and enemies trading blows like there's no tomorrow. What makes the battle system particularly useful, however, is that Arc the Lad permits you to flank or pincer attack an enemy. Rear maneuvers, frontal strikes, and other such wargame-like tactics can be pulled off too, and rather than get restricted by grids or squares like that of a tactical RPG, Twilight of the Spirits allows you to improvise and create your own assault pattern. On a similar note, players can also pull off team-based special maneuvers that are based entirely upon the position of adjacent squad members. Enraged characters that have taken too much damage can combine their strikes for a more powerful blow without using one of their partners turns, or more importantly, without using spirit stones.

Which brings us to Arc the Lad's touchiest subject, the spirit stones. Used as a "magic currency" of sorts, spirit stones can be picked up during battle or purchased in stores and are an absolute requirement in order to use special skills and magic. Rather than give characters frequently replenished spell points or provide them with a rechargeable magic meter, they must constantly re-supply themselves with the stones instead. It's this management feature that serves as Twilight of the Spirits greatest point of contention.

On the one hand, it's great to see that the designers were in search of a way to keep magic abuse to a minimum (how many modern-day RPG's just let you sit back and cast spell after spell for an easy victory anyway?). On the other, it appears as though the engine discourages you from wanting to use those special attacks altogether. With hefty stone requirements for the higher-class skills and a relative weakness for the lower-powered ones, the incentive to manage the stones isn't very substantial. It was an interesting idea yes, but one that needed a lot more balancing. As is stands right now, gamers will likely use their weapons in skirmishes 90% of the time.